The Mad King’s Queen

Tonight and I have created another zine for this weeks adventure, The Mad King’s Queen. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever creatures you are using in your adventure! However as always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, The Mad King’s Queen. If you like this format please let me know and I hope you enjoy.


The Mad King’s Queen

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The Mad King’s Queen- Created in Nightcafe.studio.

The people of Rueven were ruled by a vicious tyrant and his elven queen for decades. When a young ambitious knight and his men assaulted the castle and finished this reign of terror the kingdom rejoiced. Within a week the knight was declared the new king of the city and he promised to always do the right thing by the people of the kingdom. 

However not all were pleased. After the last and most brutal attempt on his life his demeanour changed and the stoic knight began to claim that he had a queen, one that had never been seen and one where there was no ceremony.  The people thought his moment of madness would pass as he recovered from the assassination attempt but as the years passed it did not. Yet despite his madness he held true his oath and was still a just and gracious king who put the needs of his people first. 

Every year he celebrates Celestes, his Queen’s, birthday with a feast that the kingdom is invited to partake in, funded by the king’s treasury. But There is a rumour that the king’s madness has grown and that the assassination attempt years ago has left him unfit to rule. A growing discontent has formed in pockets of the kingdom and there has been a more vicious rumour. That the king isn’t mad and that there is a hidden power behind the throne, a darkness that not even the once just knight can wrestle from.


PDF adventure – The Mad King’s Queen



Thanks for joining me tonight for another Zine. Next time you get a party together consider running this adventure and I hope that you enjoy it.

I hope you don’t miss a thing so come back daily in the coming week. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Cult of the Forgotten

Tonight and I have created another zine for this weeks adventure, the Cult of the Forgotten. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever creatures you are using in your adventure! However as always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, the Cult of the Forgotten. If you like this format please let me know and I hope you enjoy.


Cult of the Forgotten

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Shirkwall- Created in Nightcafe.studio.

The warm sun and coastal breezes from the bay refreshed the party as they gazed at the city. The city of Shirkwall was a conundrum. Known as a city of progress and for its great universities and colleges it was contrasted by the ties to the old. Ancient ruins decorated the edges of the city and people of many religions swarmed around the multiple temples. While amongst the religious crowd and the peddlers that celebrated the city’s rich history lay people preaching discovery of truth and facts.

Science and the study of the world was cementing its influence in the city of progress. However while these studious folks preached their ideals another power was growing. New religious groups had begun to pop up and none more prolific than the Cult of the Lizard. Although peaceful they were seen as a fanatical religion that proclaimed the end of days was fast approaching.

The city of Shirkwall is a mystery that awaits the discovery of an age.


Shirkwall Market

Shirkwall Market- created in nightcafe.studio.

The city of Shirkwall has just about everything that one could imagine. Colleges of lore and study, markets filled with exotic and common wares and items. Many temples dedicated to deities and gods to not discriminate against those with faith as well as many houses for both commoners and upper class families.

However as the city expanded more of its history, the ruins of a lost civilization got gobbled up and more of the relics, statues and items found amongst the ruins ended up on market street. With the city expanding from a compact core, centralised by an immense obelisk, the different parts and cultures of the city mesh and mix amongst themselves to create a sort of organised chaos. Overwhelming to those not used to civilization or even the city itself. 


Taverns of Shirkwall

The greasy hog – from my Tavern collection created in nightcafe.studio

A collection of tavern images…


The Risen Behemoth

The Risen Behemoth; Allosaurus Skeleton – created in Nightcafe.studio

PDF adventure – Cult of the Forgotten



Thanks for joining me tonight for another Zine. Next time you get a party together consider running this adventure and I hope that you enjoy it.

I hope you don’t miss a thing so come back daily in the coming week. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Cults Crypt

Welcome to another Thursday Night which we keep for maps and other things that build up the adventure. This week will bear witness to the Cults Crypt and look a bit more into the informants from last night. Tonight’s map is situated beneath the new city in a long forgotten crypt. Long forgotten but not undiscovered. But I wont spoil the surprise for you on this one. So let’s roll into tonight’s content and continue on our adventure!


The Cults Crypt

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Shirkwall Crypt

Descending into the crypt – Hidden beneath the city the crypts housed a statue to the great behemoths that used to stalk the lands. From there the cult grew and soon they created a large altar and worshipped the beasts. This obsession turned the peaceful prophets into maddened cultists, obsessed with the return of the giant creatures. But as the city unearthed more and more of the ancient ruins, bones of the behemoths were found.

This gave credence to the cult’s prophecy and they started to look into dark magic, necromancy, convinced that they could bring them back and restore the city to the natural order. A few of the order stay and guard the crypt and so the need to have beds and a mess hall was required. The leader of the cult has a study that enables him to study the ancient texts and spells needed for their great ritual.

But, they are toying with things they don’t fully understand and with necromancy, there is always a price.

Shirkwall Crypt- created in Inkarnate

The Informant

The party followed the directions to the Greasy Hog with low expectations. However they were disappointed to actually find a reputable dining establishment with a good name and good food. Entering they quickly saw a young lady at the bar being served by an older gentleman.

“Welcome, welcome. The Greasy Hog is one of Shirkwall’s finest dining establishments. If you’re not here for the food then surely you’re after some of the potent magic relics that Shirkwall has to offer. We have a small room out back if that’s of your interest” the man said with a grin.

“Oi, those relics are nothing but our history. We should be keeping them and putting them in a museum.” A girl at the bar said, a large goblet of wine in her hand, most of it on the table or herself.

“I think you’ve had enough to drink lass. I’ve already told you that if you’re going to cause trouble then you’re not welcome here.” the man chastised her. With that she went back to eating roasted meat and sipping her wine.

“We just need directions. To the Red Tulip…” One of the party said as they approached the bar.

Directions

“Ah. Well you can’t miss it. It may be closed now but if you have business with the proprietors of that place there is a key, a hidden one. But they may not take kindly to you using it. When you look to where the sun rises, you can see where the key is hidden above the buildings. It should be at the base somewhere but I am not quite sure.”

“Wait. The only thing that’s that way is the old Obelisk. The Tulip is on the other side of town.” The girl spoke up after a moment but caught herself. “Anyway. Thanks for the meal Rit’, it was as good as ever…” she said before standing and leaving.

“You best hurry if you want to reach the place you are searching. I heard they are closing shop.. tonight..” Ritley responded giving them a knowing look. “Your employer has already paid me, so just make sure that you keep your end of the bargain as I have now mine.”

Thoughts

Trying to keep it still slightly ambiguous, but I probably don’t need to as its beginning to be pretty obvious. Tomorrow night will reveal a bit more and then this weekend, maybe Saturday, I will have the full adventure published again with all the little bits and secrets.


Thanks for joining me tonight to look at the Cults crypt, its map and the informant. Tomorrow we look at the stat blocks for, you probably guessed it, some undead nasties. So it will be an exciting adventure this week. Don’t forget to make time for your own tabletop this weekend and as always, don’t forget to roll with advantage,
The Brazen Wolfe

In Defence of Heartsfern

Tonight and I have created another zine for this weeks adventure, In Defence of Heartsfern. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever creatures you are using in your adventure! However as always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, In Defence of Heartsfern. If you like this format please let me know and I hope you enjoy.


In Defence of Heartsfern

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Heartsfern – Created in Nightcafe.studio.

The party has heard of disturbing tales where a parade of the damned, a macabre march of performers travel the land to perform their gruesome play. The few people that report such tales report butchering of those who still live at the behest of someone who calls themselves, Arbiter Zed. 

The party has also heard word that the town of Heartsfern may be at risk. As the murderous troop of performers left in that direction the party now must race against time to reach them before it’s too late.


Welcome to Heartsfern

Farmers of Heartsfern – created in Nightcafe.studio

The road to heartsfern was easy, calm even as they managed to find a wagon heading that way to a neighbouring village. 

Dropped off an hour down the road from Heartsfern they proceeded on foot, crossing passed fenced off pastures they eventually saw the village in full. 

A few dozen buildings, the largest being the mill or what looked to be an inn, it was rather quaint. However as they started to get closer several men from the village approached them with pitchforks, maddocks and other farming instruments. 

“Who are you?” barked a man at the front, “Did Arbiter Zed send you?” he asked as the growing tenseness in the villagers could be felt.

After a few minutes of talking it was clear that the party were both not working for the man proclaimed to be Arbiter Zed or, not undead. 

As they moved into town they could see many people looking at them from windows fearfully or busy hurrying around like it was the end of time itself. 

“Forgive us” a warm female voice rang out, “Buck had to make sure you weren’t here to torment us. My name is Shelly and this is Heartsfern. Unfortunately we would normally welcome you a bit more warmly but we had one of the undead walk into the middle of our street and foretell the end of this village.” she continued. “It’s probably a story best told over a hot meal and some ale. I run the inn and general store if you want to follow me.” She said as she gave Buck a quick peck on the cheek.


PDF adventure – In Defence of Heartsfern



Thanks for joining me tonight for another Zine. This week I got to enjoy a very old theme that I enjoy. However to make it flow and to make sense of the name of the big-baddie this week I have fleshed it out a bit more in the PDF. So enjoy! Next time you get a party together consider running this adventure and I hope that you enjoy it. If you do use it I hope you can let me know how it goes!

I hope you don’t miss a thing so come back daily in the coming week. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Defence of Heartsfern

Welcome to Thursday Night which we keep for maps and other things that, this week will aid in the Defence of Heartsfern. Tonight’s map is created in Heartsfern where I wanted to have a grander scale than something that is a localised battlemap. So we have a eagle-eye view of the town, the forest to the right (East?) and a general lay of the land.

This will enable the party to plan a defence. Whether its constructing fortifications, moving people into the woods or what ever they think is prudent for this week. So let’s roll into tonight’s content and continue on our adventure!


Defence of Heartsfern

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Heartsfern – created in Inkarnate

The town of Heartsfern isn’t much more than a collection of houses localised together, a general store-come inn and a few smaller farming families. As there isn’t a standing guard, hasn’t had need of one for generations, or any form of fortification the thought of being under attack is distressing to say the least. It just so happens that the town has been visited by a group of heroes who may be their salvation.

The trees in the forest could offer resources in a pinch. However the guardians of the woods, the elves, may need to be convinced that their trees are worth sacrifices for the town. There is plenty of hay and stray bales that could work in makeshift defensive structures, as long as fire isn’t involved. The buildings themselves are sturdy and robust but not designed for the defence of Heartsfern.

The general store run by Shelly doesn’t have much but there are some who may know the art of fletching and who could make bows in a pinch. There is also farm tools a plenty.

Thoughts

This week we give the control over how the adventure runs to the player. Do they entreat the elves for safe passage or sanctuary for the villagers until the fight is over? Would requesting supplies and weapons or even aid from the elves be the best course of action? Do they create defensive structures or reinforce what’s already there? Or do they want to try and fight away from the town?

The choice is theirs. In fact with the choice going to them this gives us a variety of diverse reactions we can do for our encounter. I cant wait!


Thanks for joining me tonight to get a glimpse of what’s to come. Don’t forget that tomorrow we look at the encounter that lies ahead for us. These undead revellers and performers will have tricks up their sleeves and even veteran players won’t be expecting it. Don’t forget to make time for your own tabletop this weekend and as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Cat, the Dog and the Serpent

Tonight and I have created another zine for this weeks adventure, The Cat, the Dog and the Serpent. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever creatures you are using in your adventure! However as always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, The Cat, the Dog and the Serpent. If you like this format please let me know and I hope you enjoy.


The Cat, the Dog and the Serpent

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The entrance to Drileah – Created in Nightcafe.studio.

The party has travelled to the city of Drileah, a place rumoured to be the place if you want something or anything. The tall fortified walls protect the city that appears to have been built on the top of a giant hilly rise that means the buildings and fort at the centre of the town look above the wall and beyond.

The volume of travellers leaving Drileah is staggering, all of them escorted by guards or mercenaries. But all look to have found what they wanted whether it was goods, services or just a good time. The party reaches the end of a queue to get into the city where guards question those who enter. “A common precaution” they hear some visitors muttering nearby as they wait for their turn. However, as the party finally make their way to the front of the queue a signal goes out from the guard and they are surrounded. 

“You’ll forgive me for doing this but we need to bring you, and your party in for questioning” they advise the person who was at the front. “Just come along quietly and I can assure you that everything will be fine, but we have orders.” 


Unruly Streets

Mercenaries Stalking – created in nightcafe.studio

As the party travels the streets taking in the sights of the stalls, people and wares, the  guard captains, Cerberus Cole’s, warning echoes in their mind. The shop owners don’t pay them any mind and treat them like old friends but after some time they notice they are being followed by a few rough looking, but experienced mercenaries with no sign of them giving up pursuit. 

A moment later another few men step in front of them and detain them.

“Hold!” called a woman as she steps cautiously around the men behind the party. “You lot. You are free to go if you tell me where the Emerald broach you stole is. I saw you leaving the guards office and I dare say that you bewitched that idiot with some sorcery. Hand it over and it doesn’t have to get messy here.”


Word has spread of the latest theft as well as the unruly mercenaries that were locked up after assaulting innocents. However this doesn’t make the looks, utterances and glances towards the party any easier. 

There are also rumours of some city gang members causing issues at night away from the watchful eyes of the guard. 

The party needs to come up with a plan and fast.


PDF adventure – The Cat, the Dog and the Serpent



I think that will have to be it for tonight. But I hope that the next time you can get a party together to run this adventure that you enjoy it. However if you do use it I hope you can let me know how it goes!

I hope you don’t miss a thing so come back daily in the coming week. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Curse of the Flying Owlbear

Tonight and I have created a, bit of an overdue one to say the least, but another zine is out of for an older adventure, The Curse of the Flying Owlbear. This adventure can be used system agnostic as we explore other RPGs out there other than D&D. So please adjust to what ever creatures you are using in your adventure! However as always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube currently provides the stat-blocks for creatures in this adventure.

So I hope you enjoy this weeks adventure, The Curse of the Flying Owlbear. If you like this format please let me know and I hope you enjoy.


The Curse of the Flying Owlbear

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The Flying Owlbear – Created in Nightcafe.studio.

 

Rumour’s have flown around for many years about the pirate ship known as the Flying Owlbear. For many years the ship and its crew raided the southern coasts, no merchant vessel was safe from the pirate crew. However the stories didn’t finish there. Stories started to pop up of their owlbear crested ship crashing across the land, its broadside cannons roaring as they fired across the hills, valleys and plains.

But then they stopped and a new story started to emerge. One of ghosts and a lost treasure that would make anyone as wealthy as a king. However the rumour also speaks of an inescapable curse for any who lay hands upon the treasure. A curse that binds them to the Ship, to the captain’s call where he lays eyes upon those found with his treasure.


The village of Tarmak

The Village of Tarmak – Created in Nightcafe.studio

While not a bustling, joyous place it is filled with merriment and laughter regardless of the hardworking people of Tarmak. The food is hearty and the drinks are locally brewed, and thus quite potent. There is always someone there with a tale of something odd, something remarkable but most of them are bluffs from tired, old men. Most of them are. In fact there are a few stories that many can attest to being real, strange shapes, foul omens, foreign and odd marks in the land. The village of Tarmak is beset by the odd and weird and it’s been that way for dozens of years


The Iron Crustacean

The Iron Crustacean – Created in Nightcafe.studio.

A few people start to laugh loudly as one man swears the truth to his tale. “I swear it’s the truth! He calls. We all know that the Owlbears crew were rumoured to be bloodthirsty, cutthroats who loved nothing more than pillaging and killing. But despite all this there are few who were there because they felt obliged and none more so than the father of the Captain of the ship.

He was disheartened by his son’s actions after a rather bloodthirsty skirmish with a merchant vessel that broke family bonds. Shocked by his son’s behaviour he faked his death by falling overboard and secretly made his way to shore. There he blended in with society and became a farmer. Some say he even lives in Tarmak!” he called again, this time the entire tavern roared with laughter, all but one.

The man then continued “When the news of the ship and its crew’s demise came to the father he was both relieved and distraught. Despite the repulsion he felt for the unwarranted violence he still adored his boy and the thought of him never reconciling and making peace with the pirate lord shocked him. This eventually shattered his sanity and he began to see ghostly visitations of his son, hearing the ghostly cannon fire of the Flying Owlbear and even seeing his son walking through the streets, searching for something.” The man finished his tale and the room was silent.

“You hear that old Bryce! Tom is almost as mad as you are!” one of the men bellowed before another chorus of laughter rang out. 

“What he says is true! The Flying Owlbear still haunts the sea and the land!” Bryce called out to another cacophony of laughter”


PDF adventure – The Curse of the Flying Owlbear



I think that will have to be it for tonight. But I hope that the next time you can get a party together to run this adventure that you enjoy it. However if you do use it I hope you can let me know how it goes!

I hope you don’t miss a thing so come back daily in the coming week. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Risk it all for Research

Tonight and I have created another zine out of Januaries Soulbound adventure, Risk it all for Research. This adventure can be modified to be system agnostic if you don’t want to use it for soulbound. So please adjust to what ever creatures you are using in your adventure! However as always the monster statistics can be found in the Soulbound core rules and adjusted to quickly balance an encounter for if you wish to modify the adventure.

So I hope you enjoy this weeks adventure, Risk it all for Research. If you like this format please let me know and I hope you enjoy.


Risk it all for Research

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The Beastmire Plains – Created in nightcafe.studio

The Orruks gathered around the hills and rocky formations. Calling out to the Gork and Mork in their frenzied battle cries they feasted on the beasts they had hunted during the day. Despite the festivities and the humans that had camped nearby they held back from a fight as the cunning shamans had a plan, one most cunning.

The humans relied on their scouts to tell them the lay of the land, but the sudden appearance of Kruleboyz and the shamans that they brought with them gave them pause to think. And think they did. As the Kruleboyz pet sloggoths dragged the gargantuan bow to the peak of a hill they waited and continued to rally, gathering in force until their waaagh couldn’t sustain itself. Despite their frenzy they still managed to contain their urge to fight. Soon the trap would be sprung and then the humans would be ripe for the slaughter and the boyz would be ready.

The sloggoth placed the large crossbow on the hill and the lanky kruleboyz orruks strode up to its side. Placing a large cruel hand on its flank the sloggoth moved away to cower elsewhere as the boss looked at the fine machine. Bolts as large as a ship’s mast were brought up by hobgrots. These bolts were large enough to take down even stardrakes or their lesser kin the draconith, but their target was something else.

Rumours of flying wizards and the cursed soulbound had come to them through a source. This bow would be trained on the skies waiting for the elite warriors and leaders of the forces of order to rally forth, then it would be too late to turn back.


The Dawn-Keeper

The Dawn Keeper Concepts – Created in nightcafe.studio

PDF adventure – Risk it all for Research



Thanks for joining me tonight for the first part in the Soulbound Zines I am creating. I hope to get the other one out this week as I have worked out a format that I am happy with so we can have two Soulbound Zines out and only have one more to catch up on! I am left with wishing you re-rolls on your saving throws this week as we go through another week of the year. Don’t forget to come back this week for a new set of D&D adventures and I will maybe bring a bit more on my new campaign,
The Brazen Wolfe

The Vulcha’s Prey

Tonight we look at how the party become the Vulcha’s prey this week as they assault the artillery-sized crossbows. This one is a tactical encounter with the method to success completely up to Binding and how they want to approach it.


The Vulcha’s Prey

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The idea here is simple. Stalk up to the killbows, or don’t, Kill the warriors manning them and their helpers then battle the shaman as it lands. How the party do this is completely up to them.

Encounter – The Orruks

For this encounter we will have two Beast-Skewer Killbow wielding Boltboys, two each (four total) hobgrot helpers per bow and as a second encounter a few moments after the 1st, one Corpse-rippa Vulcha and one Swampcalla Shaman.


Beast-Skewer Killbow (Boltboy – Warrior)

Body: 3

Mind: 2

Soul: 1


Melee: Average

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 6

Speed: Normal

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistic Skill (+1d6, +1), Reflexes (+1d6), Stealth (+2d6)


Traits

Pick ‘Em Off: If the unit forgoes their move action they can increase their accuracy one step and they deal +1 damage to their ranged attacks.

Attack

Beast-Skewer Killbow: Ranged (Average), 3d6+1F, 3+S Damage, Extreme Range, Penetrating, Piercing, Reload, Two-handed.

Jaggedy Blade: Melee (Average), 3d6, 1+S Damage, Slashing


Helper Grot (Minion)

Body: 1

Mind: 1

Soul: 1


Melee: Poor

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 1

Speed: Normal

Initiative: 2

Natural Awareness: 1

Skills: Awareness (+1d6), Ballistic Skill (+1d6), Stealth (+1d6), Weapon skill (+2d6)


Traits

Andy Helpa (Grabba Grot): Always uses the Called Shots action during combat targeting enemy’s head, arms or legs. (page 142 core)

Attack

Stabba: Melee (Poor), 2d6, 1+S Damage, Piercing


Corpse-Rippa Vulcha (Champion)

Body: 5

Mind: 2

Soul: 1


Melee: Great

Accuracy: Average

Defence: Great

Armour: 0

Toughness: 16

Speed: Normal, Fly (normal)

Initiative: 5

Natural Awareness: 2

Skills: Athletics (+1d6), Awareness (+1d6), Intimidation (+2d6, +1), Might (+1d6), Reflexes (+2d6), Weapon Skill (+2d6)


Traits

Commanding View: The Corpse-rippa Vulcher and Rider reduce the difficulty of Awarenessand Survival tests by 1 for themseolves.

Night Unkillable: Double Toughness Calculation.

Venom-encrusted: Wounds caused by the Vulcha are increased by one severity.

Attack

Beak and Flesh-tearing Talons : Melee (Great), 7d6, 1+S Damage. Rend, Slashing

Poison Stinger: Melee (Great), 7d6, 1+S Damage. Piercing. If a creature suffers damage from this attack they must make a DN4:2 Body (fortitude) Test or be poisoned until the ned of their next turn.


Swampcalla Shaman (Champion)

Body: 2

Mind: 4

Soul: 2


Melee: Poor

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 8

Speed: Normal

Initiative: 8

Natural Awareness: 3

Skills: Arcana (+1d6), Awareness (+2d6), Channelling (+2d6,+1), Crafting (+1d6), Guile (+2d6), Stealth (+2d6), Reflexes (+2d6)


Traits

Vile Cauldron Brew: Can brew and distribute up to 3 of the below to their allies:

  • Disgusting Elixir: regain 2d6 Toughness
  • Deadly Venom: Piercing or Slashing weapons deal +1 Damage. Targets gain the poisoned status until end of their next turn.
  • Corrosive Sludge: Can Target 1 Zone within medium range, creatures in zone suffer 3 damage.

Spell casting: It knows the below spells and can unbind as per the unbind talent.

  • Arcane Bolt
  • Mystic Shield
  • Skarefog Horrors
  • Summon Boggy Mists

Attack

Bogbark Staff: Melee (Poor), 2d6, 1+S Damage. Two-handed.

Spells

Skarefog Horrors: DN5:3; 1 Creature within Long range. The Target becomes Frightened until start of Shamans next turn. Additional Success increase duration by 1 round OR 1 additional Creature.

Summon Boggy Mists: DN 5:3; Choose a Zone within Long range. The Zone becomes difficult terrain and heavily obscured for the Shaman’s Enemies until the start of its next turn. Each additional success +1 round.



Thanks for joining me tonight to look at the Vulcha’s prey. This weekend I will try and produce another Zine of either combine two episodes of Soulbound campaign or the one that I missed a few weeks back. I have some re-work to do on the one I have on the back burner to get it to the quality I want to publish so I may need to put a bit of effort into that one. Make sure you set aside some time for your Tabletop adventures this week and come back soon,
The Brazen Wolfe

Killbow Ridge

Tonight versatility is key and we have two such maps of killbow ridge which enables the map to be used in Soulbound, D&D or another TTRPG. The Kruelboyz love to bring the mists and environment to play and this week we have that in spades. Mist, check, height advantage, check, cover, check, ambush, maybe check… Regardless of what sinister planning I have in store for this adventure let’s grab a coffee, sit back and roll on into another night at the tabletop.


Killbow Ridge

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Killbow Ridge – Gridless – created in Inkarnate

Created for zones or the GM that doesn’t like grid on their maps the one shows the low hanging mist across the ridge. The bottom floor is a far ways down and to fall would mean certain death, unless you can fly. the ladders are rickety and work, the trees and large rocks provide some cover but its a hard adventure for the melee inclined. That is until we bring the good fight to them.


Killbow Ridge – Created in Inkarnate

Some GMs like grids. This makes measuring distance a lot easier and this one is fairly big. essentially 200ft wide by 150ft tall this is a large area that provides people with more options than just “run and cut”. There is more emphasis on movement, careful planning and cunning rather than just slash and smash.

Thoughts

The perfect battlefield for large ballista’s, some orruks and hobgrots as well as the finale of this part of the story – the Boss and Vulcha. The rickety bridges give the opportunity for dexterity based checks to avoid falling through and down. The mist and trees provide a chance to sneak up or the rocky pillars provide an opportunity to climb. There is a lot that can be done with this area wither its in Soulbound or another TTRPG.

Soulbound Zones may be harder to see here but we have one or two zones before we get to the pillars. The area around the road and the area past the ladders and under/around the pillars. Then each pillar can be another zone as moving along the pillars would be treacherous. Special rules about shooting up to the pillars can be established with each pillar being about .5 zone higher than the previous. So the first pillar (from the right) would be 1.5 zones from the ground, the second 3 and the last 4.5 (Rounding up to 2, 3 and 5).


I hope you like tonight’s map. It was a lot of fun and I enjoyed toying with the layers to give the illusion of height on a 2d image. Tomorrow night I will cover the creatures in more detail so I hope that I can do them justice. So as I prepare for the end of my day, I hope to grant yourself rerolls on your saving throws this weekend. The weeks are long and hard and we can all need a bit of time to relax. So I hope you spend some time on your tabletop this weekend and, perhaps, give one of my adventures a go,
The Brazen Wolfe